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Diamond/hexworld/res/obj.vs.glsl

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GLSL

#version 440
in vec3 position;
in vec3 glbpos;
in vec2 uv;
in vec3 normal;
out vec2 vcoord;
out float light;
uniform mat4 view;
uniform mat4 proj;
void main ()
{
mat4 pv = proj * view;
vec3 pos = glbpos + position;
gl_Position = pv * vec4(pos, 1);
vcoord = uv;
light = dot(vec3(.2, .3, 1), normal) / 2 + .5;
}